pub trait IUnitInfoWindowMethods: IUnitInfoWindow {
Show 27 methods
// Provided methods
fn get_game_object(self) -> GameObject { ... }
fn get_chara_image_mask(self) -> UnitInfoCharaImageMaskOffset { ... }
fn ctor(
self,
render_texture: impl Into<RenderTexture>,
is_reverse: impl Into<bool>,
is_hide_status: impl Into<bool>,
) { ... }
fn create_async(
self,
render_texture: impl Into<RenderTexture>,
is_reverse: impl Into<bool>,
is_hide_status: impl Into<bool>,
) { ... }
fn is_creating(self) -> bool { ... }
fn destroy(self) { ... }
fn set_active(self, is_active: impl Into<bool>) { ... }
fn is_active(self) -> bool { ... }
fn set_unit(
self,
unit: impl Into<Unit>,
x: impl Into<i32>,
z: impl Into<i32>,
) { ... }
fn set_unit_2(
self,
unit: impl Into<Unit>,
x: impl Into<i32>,
z: impl Into<i32>,
god: impl Into<GodUnit>,
) { ... }
fn chara_mask_on(self) { ... }
fn chara_mask_off(self) { ... }
fn try_play_animation(
self,
animator: impl Into<Animator>,
name: impl Into<Il2CppString>,
) -> bool { ... }
fn chara_only_on(self) { ... }
fn chara_only_off(self) { ... }
fn is_chara_only_transition(self) -> bool { ... }
fn transparent_on(self) { ... }
fn transparent_off(self) { ... }
fn activate(self) { ... }
fn deactivate(self) { ... }
fn get_chara_image(self) -> Image { ... }
fn active_status(self) { ... }
fn deactive_status(self) { ... }
fn is_active_status(self) -> bool { ... }
fn create_impl(
self,
render_texture: impl Into<RenderTexture>,
is_reverse: impl Into<bool>,
is_hide_status: impl Into<bool>,
) { ... }
fn setup(
self,
render_texture: impl Into<RenderTexture>,
is_reverse: impl Into<bool>,
is_hide_status: impl Into<bool>,
) -> bool { ... }
fn get_chara_image_2(self) -> (Image, GameObject, GameObject) { ... }
}Provided Methods§
Sourcefn get_game_object(self) -> GameObject
fn get_game_object(self) -> GameObject
get_gameObject() overload
Sourcefn get_chara_image_mask(self) -> UnitInfoCharaImageMaskOffset
fn get_chara_image_mask(self) -> UnitInfoCharaImageMaskOffset
get_CharaImageMask() overload
Sourcefn ctor(
self,
render_texture: impl Into<RenderTexture>,
is_reverse: impl Into<bool>,
is_hide_status: impl Into<bool>,
)
fn ctor( self, render_texture: impl Into<RenderTexture>, is_reverse: impl Into<bool>, is_hide_status: impl Into<bool>, )
.ctor(crate::unity_engine::rendertexture::RenderTexture, bool, bool) overload
Sourcefn create_async(
self,
render_texture: impl Into<RenderTexture>,
is_reverse: impl Into<bool>,
is_hide_status: impl Into<bool>,
)
fn create_async( self, render_texture: impl Into<RenderTexture>, is_reverse: impl Into<bool>, is_hide_status: impl Into<bool>, )
CreateAsync(crate::unity_engine::rendertexture::RenderTexture, bool, bool) overload
Sourcefn is_creating(self) -> bool
fn is_creating(self) -> bool
IsCreating() overload
Sourcefn set_active(self, is_active: impl Into<bool>)
fn set_active(self, is_active: impl Into<bool>)
SetActive(bool) overload
Sourcefn set_unit(self, unit: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>)
fn set_unit(self, unit: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>)
SetUnit(crate::app::unit::Unit, i32, i32) overload
Sourcefn set_unit_2(
self,
unit: impl Into<Unit>,
x: impl Into<i32>,
z: impl Into<i32>,
god: impl Into<GodUnit>,
)
fn set_unit_2( self, unit: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, god: impl Into<GodUnit>, )
SetUnit(crate::app::unit::Unit, i32, i32, crate::app::godunit::GodUnit) overload
Sourcefn chara_mask_on(self)
fn chara_mask_on(self)
CharaMaskOn() overload
Sourcefn chara_mask_off(self)
fn chara_mask_off(self)
CharaMaskOff() overload
Sourcefn try_play_animation(
self,
animator: impl Into<Animator>,
name: impl Into<Il2CppString>,
) -> bool
fn try_play_animation( self, animator: impl Into<Animator>, name: impl Into<Il2CppString>, ) -> bool
TryPlayAnimation(crate::unity_engine::animator::Animator, ::unity::Il2CppString) overload
Sourcefn chara_only_on(self)
fn chara_only_on(self)
CharaOnlyOn() overload
Sourcefn chara_only_off(self)
fn chara_only_off(self)
CharaOnlyOff() overload
Sourcefn is_chara_only_transition(self) -> bool
fn is_chara_only_transition(self) -> bool
IsCharaOnlyTransition() overload
Sourcefn transparent_on(self)
fn transparent_on(self)
TransparentOn() overload
Sourcefn transparent_off(self)
fn transparent_off(self)
TransparentOff() overload
Sourcefn deactivate(self)
fn deactivate(self)
Deactivate() overload
Sourcefn get_chara_image(self) -> Image
fn get_chara_image(self) -> Image
GetCharaImage() overload
Sourcefn active_status(self)
fn active_status(self)
ActiveStatus() overload
Sourcefn deactive_status(self)
fn deactive_status(self)
DeactiveStatus() overload
Sourcefn is_active_status(self) -> bool
fn is_active_status(self) -> bool
IsActiveStatus() overload
Sourcefn create_impl(
self,
render_texture: impl Into<RenderTexture>,
is_reverse: impl Into<bool>,
is_hide_status: impl Into<bool>,
)
fn create_impl( self, render_texture: impl Into<RenderTexture>, is_reverse: impl Into<bool>, is_hide_status: impl Into<bool>, )
CreateImpl(crate::unity_engine::rendertexture::RenderTexture, bool, bool) overload
Sourcefn setup(
self,
render_texture: impl Into<RenderTexture>,
is_reverse: impl Into<bool>,
is_hide_status: impl Into<bool>,
) -> bool
fn setup( self, render_texture: impl Into<RenderTexture>, is_reverse: impl Into<bool>, is_hide_status: impl Into<bool>, ) -> bool
Setup(crate::unity_engine::rendertexture::RenderTexture, bool, bool) overload
Sourcefn get_chara_image_2(self) -> (Image, GameObject, GameObject)
fn get_chara_image_2(self) -> (Image, GameObject, GameObject)
GetCharaImage(*mutcrate::unity_engine::gameobject::GameObject, *mutcrate::unity_engine::gameobject::GameObject) overload
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.
Implementors§
impl<__T: IUnitInfoWindow> IUnitInfoWindowMethods for __T
app-unitinfowindow only.